nvjob-water-shader-simple-and-fast: NVJOB Simple Water Shaders. Free Unity Asset.
Supports only built-in RP
https://github.com/nvjob/nvjob-water-shader-simple-and-fast
#shader #water
Supports only built-in RP
https://github.com/nvjob/nvjob-water-shader-simple-and-fast
#shader #water
GitHub
GitHub - nvjob/nvjob-water-shader-simple-and-fast: #NVJOB Simple Water Shaders. Free Unity Asset.
#NVJOB Simple Water Shaders. Free Unity Asset. Contribute to nvjob/nvjob-water-shader-simple-and-fast development by creating an account on GitHub.
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URP Outlines
A custom renderer feature for screen space outlines. An example of how SRP can be used
Repo: https://github.com/Robinseibold/Unity-URP-Outlines
Details: https://www.youtube.com/watch?v=LMqio9NsqmM
#shader #outlines #postprocessing #srp #noscriptablerenderpipeline
A custom renderer feature for screen space outlines. An example of how SRP can be used
Repo: https://github.com/Robinseibold/Unity-URP-Outlines
Details: https://www.youtube.com/watch?v=LMqio9NsqmM
#shader #outlines #postprocessing #srp #noscriptablerenderpipeline
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Animate like a Programmer
TL;DR: Use CrossFade via code or Animancer
https://youtu.be/ZwLekxsSY3Y
#animation
TL;DR: Use CrossFade via code or Animancer
https://youtu.be/ZwLekxsSY3Y
#animation
YouTube
Animate like a Programmer
As a programmer, using the Unity animator can feel like you're losing some control over your game. We can manage our animation transitions entirely from code... Animation will feel as natural as your player controller noscript.
Code: https://bit.ly/3P4DdA2…
Code: https://bit.ly/3P4DdA2…
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UltimateXR is a free, open source framework and toolkit for Unity that includes powerful features such as cross-device compatibility, state-of-the-art grab and manipulation mechanics, inclusion through a library of gender- and race-agnostic hands, customizable full body avatar representation, advanced UI components, locomotion mechanics, and much more
The package is available there:
https://www.ultimatexr.io/
#xr #manipulation
The package is available there:
https://www.ultimatexr.io/
#xr #manipulation
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RectMask2DCulling: Custom RectMask2D, that allows disabling Culling / Softness for better performance
RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).
https://github.com/mitay-walle/Unity3d-RectMask2DCulling
#optimization #uioptimization #ui #culling #rectmask2d
RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).
https://github.com/mitay-walle/Unity3d-RectMask2DCulling
#optimization #uioptimization #ui #culling #rectmask2d
GitHub
GitHub - mitay-walle/Unity3d-RectMask2DCulling: Custom RectMask2D, that allow to disable Culling / Softness for better performance
Custom RectMask2D, that allow to disable Culling / Softness for better performance - mitay-walle/Unity3d-RectMask2DCulling
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Understanding the Stack and Heap in C#
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Endjin
Understanding the Stack and Heap in C# | endjin
The stack and heap are central components of memory management in C# programs. This post aims to introduce the topic, with a number of worked examples.
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Toon Glass Shader Breakdown
https://www.cyanilux.com/tutorials/toon-glass-shader-breakdown/
#shadergraph #toon #glass
https://www.cyanilux.com/tutorials/toon-glass-shader-breakdown/
#shadergraph #toon #glass
Cyanilux
Toon Glass Shader Breakdown
A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections
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Making Sky's Stylized Grass with Compute Shader in Unity
A lot of grass shaders available on GitHub are geometry shader based therefore it doesn't work on Metal. This post shows how to make grass using a compute shader
https://www.junhaow.com/2021/03/06/050_Stylized-Sky-grass-in-Unity/
#grass #compute #shader
A lot of grass shaders available on GitHub are geometry shader based therefore it doesn't work on Metal. This post shows how to make grass using a compute shader
https://www.junhaow.com/2021/03/06/050_Stylized-Sky-grass-in-Unity/
#grass #compute #shader
forkercat.blog
Making Sky's Stylized Grass with Compute Shader in Unity
Sky: Children of the Light is one of my favorite games I am playing recently. During the pandemic, it is a great place where we are able to meet people (or even friends) from all over the world. Beyon
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Universal Shader Examples
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline (Unlit, shadows, matcap, Screen Space UV, lit, etc).
Made by the lead of Universal Render Pipeline at Unity.
https://github.com/phi-lira/UniversalShaderExamples
#shader #urp
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline (Unlit, shadows, matcap, Screen Space UV, lit, etc).
Made by the lead of Universal Render Pipeline at Unity.
https://github.com/phi-lira/UniversalShaderExamples
#shader #urp
GitHub
GitHub - phi-lira/UniversalShaderExamples: Sand box project containing example shaders and assets compatible with Unity Universal…
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline. - GitHub - phi-lira/UniversalShaderExamples: Sand box project containing example shaders and...
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Consolation
In-game debug console for Unity. It's difficult to retrieve logs and warnings from Unity outside the editor. To make it easier, this console displays output from Debug in the game itself. This is especially useful on mobile devices.
https://github.com/mminer/consolation
#console #debug
In-game debug console for Unity. It's difficult to retrieve logs and warnings from Unity outside the editor. To make it easier, this console displays output from Debug in the game itself. This is especially useful on mobile devices.
https://github.com/mminer/consolation
#console #debug
GitHub
GitHub - mminer/consolation: In-game debug console for Unity.
In-game debug console for Unity. Contribute to mminer/consolation development by creating an account on GitHub.
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Randomizable Character System in Red Dust
https://www.lorinatzberger.com/articles/randomizable-character-system-in-red-dust
#character #crowdsystem
https://www.lorinatzberger.com/articles/randomizable-character-system-in-red-dust
#character #crowdsystem
Lorinatzberger
Randomizable Character System in Red Dust
Having a wide range of characters is crucial to making Red Dust feel more alive and this was achieved by adding a randomizable character system, so in this article I will go over the implementation details using Unity and Blender. Character System| Red Dust…
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Making an Animation for a 3D Pixel Art Game
https://www.youtube.com/watch?v=1FrIBkuq0ZI
#animation #cascadeur
https://www.youtube.com/watch?v=1FrIBkuq0ZI
#animation #cascadeur
YouTube
Making an Animation for my 3D Pixel Art Game
One of the benefits to making my pixel art game in a 3D game engine is the ability to very quickly build and iterate on animation assets. Among other things, it allows the player model and weapon models to be swapped very easily.
Animating convincingly in…
Animating convincingly in…
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MagicOnion: Unified Realtime/API framework for .NET platform and Unity.
MagicOnion is a modern RPC framework for .NET platform that provides bi-directional real-time communications such as SignalR and Socket.io and RPC mechanisms such as WCF and web-based APIs.
This framework is based on gRPC, which is a fast and compact binary network transport for HTTP/2.
https://github.com/Cysharp/MagicOnion
#rpc #networking
MagicOnion is a modern RPC framework for .NET platform that provides bi-directional real-time communications such as SignalR and Socket.io and RPC mechanisms such as WCF and web-based APIs.
This framework is based on gRPC, which is a fast and compact binary network transport for HTTP/2.
https://github.com/Cysharp/MagicOnion
#rpc #networking
GitHub
GitHub - Cysharp/MagicOnion: Unified Realtime/API framework for .NET platform and Unity.
Unified Realtime/API framework for .NET platform and Unity. - Cysharp/MagicOnion
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Native share plugin on Kotlin for Unity3D project
How to create a simple plugin with Kotlin for your project.
https://areyana.medium.com/native-share-plugin-on-kotlin-for-unity3d-project-c2370e772255
#native #kotlin #plugin #android
How to create a simple plugin with Kotlin for your project.
https://areyana.medium.com/native-share-plugin-on-kotlin-for-unity3d-project-c2370e772255
#native #kotlin #plugin #android
Medium
Native share plugin on Kotlin for Unity3D project
A lot of Unity3D android project’s nowadays need native code plugins. We can write this plugins in Java or Kotlin code but today Kotlin…
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Top 5 Optimization Tips from Building a Mobile Game
- Use the Profiler
- Batch
- Limit SkinnedMeshRenderers
- Use the Jobs System Intelligently
- Reduce Complexity of Canvases
- Batch your Canvases
https://youtu.be/7ioIHn1tmIM
#tips #optimization
- Use the Profiler
- Batch
- Limit SkinnedMeshRenderers
- Use the Jobs System Intelligently
- Reduce Complexity of Canvases
- Batch your Canvases
https://youtu.be/7ioIHn1tmIM
#tips #optimization
YouTube
Top 5 Optimization Tips from Building a Mobile Game in Unity
Learn my top 5 optimization tips from building my latest mobile game! I boosted the fps in my game from barely playable in the Unity Editor to a solid 60fps 🚀 on most mobile devices!
These are not mobile-specific optimizations, and they don't all apply to…
These are not mobile-specific optimizations, and they don't all apply to…
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C#: IEnumerable, yield return, and lazy evaluation
You should understand how IEnumerable works in order to avoid issues due to its lazy nature. It may be asked at interviews as well.
https://stackoverflow.blog/2022/06/15/c-ienumerable-yield-return-and-lazy-evaluation/
#linq #lazylinq #ienumerable #interview
You should understand how IEnumerable works in order to avoid issues due to its lazy nature. It may be asked at interviews as well.
https://stackoverflow.blog/2022/06/15/c-ienumerable-yield-return-and-lazy-evaluation/
#linq #lazylinq #ienumerable #interview
Stack Overflow Blog
C#: IEnumerable, yield return, and lazy evaluation
Don't hate, iterate.
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Procedural Diagonal Lines Pattern in Unity using Shader Graph
https://youtu.be/-t0fH4CH0V4
#shadergraph #pcg #proceduralpattern
https://youtu.be/-t0fH4CH0V4
#shadergraph #pcg #proceduralpattern
YouTube
Procedural Diagonal Lines Pattern in Unity using Shader Graph
Download this Shader is part of URP Material Pack Vol 4: https://bit.ly/lwrp-materials-4
A tutorial on creating a procedural diagonal lines pattern in Unity using Shader Graph.
Sorry for the bad audio quality :D
Checkout my assets for more Tuts!
----…
A tutorial on creating a procedural diagonal lines pattern in Unity using Shader Graph.
Sorry for the bad audio quality :D
Checkout my assets for more Tuts!
----…
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Understanding Covariance and Contravariance of Generic Types in C#
https://codinghelmet.com/articles/understanding-covariance-and-contravariance-of-generic-types-in-cs
#generics #covariance #contravariance
https://codinghelmet.com/articles/understanding-covariance-and-contravariance-of-generic-types-in-cs
#generics #covariance #contravariance
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Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity
The goal of this post is not only to share the implementation but also to find out how naïve implementation could be to have a stable frame rate on a mobile device using the following ways to deform a mesh:
- Single-threaded
- Job system
- Compute shader with AsyncGPUReadback
All approaches were measured using the performance testing package, therefore it can be used as a sample of how to use it.
https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-1/
#meshdeformation #sandballs #computeshader #jobsystem #performancetesting
The goal of this post is not only to share the implementation but also to find out how naïve implementation could be to have a stable frame rate on a mobile device using the following ways to deform a mesh:
- Single-threaded
- Job system
- Compute shader with AsyncGPUReadback
All approaches were measured using the performance testing package, therefore it can be used as a sample of how to use it.
https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-1/
#meshdeformation #sandballs #computeshader #jobsystem #performancetesting
gamedev.center
Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity
You will learn how to deform a mesh using different techniques in practice, including performance testing to find the fastest approach. As a sample we will look at mesh deformation in a Sand Balls game and reimplement its mechanics
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Test project for the water surface feature (Unity 2022.2)
https://github.com/keijiro/WaterSurfaceTest
#watersurface
https://github.com/keijiro/WaterSurfaceTest
#watersurface
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